Bellighul's Blasphemous Bag
Aug 22, 2022 17:22:43 GMT -5
Post by Bellighul//Amilcar on Aug 22, 2022 17:22:43 GMT -5
Skills:
Space Domain: Master
Dark Domain: Exalted
Sea Domain: Master
Quillomancer Prestige: Level One
Inked Markings:
The Quillomancer's tool of the trade is a small, glass vial of black writing ink, which all Quillomancers keep on them. By infusing your magic into this ink, you can place your hand on a target, transferring the ink onto their skin in the form of a tattoo of your own design. You can make three tattoos per topic, which are permanent and stay until the end of the topic, morphing back into ink when the topic ends. Anyone who has an Inked Marking will be able to telepathically communicate with others who also have an Inked Marking, even if they are unable to see one another. Those with an Inked Marking will also know the exact whereabouts of others with the markings, able to speak with and track others affected by the tattoos. An individual can only have one Inked Marking applied.
Summons from the Void:
Must have Master in Dark Domain to unlock this feature
Utilizing the unique intricacies of Dark Domain magic, you are able to create semi-living creatures of Ink known as Ink Blights that follow your every mental command. Twice per topic you can create a creature made out of ink that is no larger than medium-sized (7 feet max). This creature will last for two posts and will follow your commands, able to attack or defend with basic actions, such as scratches, bites, or tackles. The blights can cast any novice level Dark Domain spell that you own on your inventory but can only cast one spell per post. These creatures also have a single hit prevention and if they receive any damage past that they burst into a cloud of obfuscating ink that lasts a single post.
Ink Wielder:
Must have Master in Sea Domain to unlock this feature
Mimicking the flow and shape of water, Quillomancers with skill in the Sea Domain can form ink into any item from the general weapon and armor shops twice per topic; creating a functional replica of whatever item you are creating. You are considered to be at the same skill rank with any weapon wielded this way at whatever rank you are with Sea Domain magic. You can use these items as casting sources for spells from the Sea Domain as well, however if you use an item in this way as a source of water for a spell it is consumed in the process. These items will remain for the duration of the topic or until consumed by casting a spell.
Quillomancer Prestige Level Two-
Bestowed Defense:
Having adapted to the dangers of the battlefield, Quillomancers have created a way to not only protect themselves but protect others as well. Upon having an Inked Marking applied, you gain two magical hit preventions against a spell of any domain. These hit preventions will remain for as long as you have the tattoo or until they are consumed and protect against both physical and mental spells. The tattoo will continue to remain even after the hit preventions have been consumed.
Eldritch Might:
Must have Master in Dark Domain to unlock this feature
Your ability to manipulate ink into living creatures has advanced enough to add shape and detail to your blights. When creating an Ink Blight, you can choose to give it wings or fins, but not both. Ink blights with wings can now fly as if under the fly spell, and Blights with fins can now freely move through water as if made of it themselves. Your Ink Blights will now remain for three posts instead of two and can now cast Master level Dark Domain spells you own.
Mightier than the Sword:
Must have Master in Sea Domain to unlock this feature
Your ability with Quillomancy has become so strong that you are able to forgo traditional weaponry and magic now, as you can use your magical ink in a more weaponized manner. Each time you cast a Sea or Dark Domain spell, a tiny mote of ink will begin to float around your person. These tiny motes will passively float around you and stack up, allowing up to five motes to form. At will, you can choose to fire a mote from your person in a straight line. These motes will move incredibly fast, making them hard to dodge at close ranges. They deal small amounts of blunt damage but can be used to distract or overwhelm an enemy. You can fire as many motes as you would like per post (up to five), and there is no cap to how many you can earn over the course of a topic.
Necromancer Prestige: Level One
Undead Servant:
You channel your dark energy, reaching beyond the realm of the living and call forth a dead spirit. This spirit will manifest in the form of the living dead, looking like a skeleton, zombie or other undead creature. This servant belongs to you and will follow your every command. The servant will follow you everywhere you go and is permanent, having no duration or limit. This minion however can not deal damage, attack or be used in any offensive way. It can however be used to body block for you, take damage for you, or be used for other minor things like carrying supplies or moving objects. Does not count against your summon limits. Your servant can not be killed.
Undying Frenzy:
You may call upon your undead servant, filling it with rage and anger, causing it to go into a frenzy. As long as your servant is frenzied it loses its passive status, allowing it to now be used for offensive purposes, like attacking and dealing damage. While it is frenzied you will now count against your summon limit, preventing you from summoning another being for the duration of their frenzy. The servant will remain frenzied for two post, and can not go back into a frenzy for the following three post. This feature can only be used on your Undead servant.
Fiend: Level One
Demonic Pact:
You have made a contract with a demonic being of evil, sometimes by choice and other times against your will. This creature of evil has taken residence within your soul, bonding itself to you and granting you a portion of its power. You can allow a small portion of the fiends physical appearance to begin to bleed into yours, sometimes changing skin, eye or hair color. Your character alignment now shifts from Neutral to Evil and can not be altered (you will stay evil regardless of alignment altering affects)
Unholy Gifts:
Upon unlocking this level you may choose one of the Master level spells from the Dark Domain shop to purchase for free. This will allow you to buy the spell like normal, but not have to pay its cost. You can pick any of the master level spells and do not need the dark domain skill to gain or use the spell.
Abyssal Darkness:
The darkness within the fiend now flows through you, corrupting your soul and turning it black. All of your physical attacks now deal dark damage in addition to their normal damage types, so your sword slices, arrows strikes and hammer smashes all deal dark damage. In addition you can choose to grow small claws and elongate your teeth, making them sharper and more effective for dealing damage. Your physical attacks with these also deal dark damage. Your attacks that deal dark damage now deal double damage against those who are of the Good Alignment.
Spells: Total 18/20
Inflict Wounds: You fire out a ray of purple energy at a target. If this ray collides with a living creature they will then receive several cuts across the surface of their body. This will only injure the area the ray hit them, but that area will be filled with several tiny cuts. (Dark Domain)
Chromatic Blast: You draw forth the energies from the world around you, tapping into the other domains outside of your own. You may choose one of the eight magic domain types ( Fire, Earth, Wind, Ice, Water, Lightning, Light or Dark) then create a medium sized orb of raw magic in your hand. You then fire forth a beam of magical energy, its damage type being the one you chose. This will be a medium sized beam that can be fired at medium ranges. (Space Domain)
Summon:Undead Hulk: A massive undead creature made of bones and corpses will rise from the ground. This creature will loom over everyone, being extremely tall and large. This creature will remain for three post and will attempt to defend you or attack your enemies. This creature will be summoned with a massive weapon, be it a blade or axe, and can cast the raise undead spell once. -Deals dark damage--Can only have one out at a time-
Death Wall: You cause a wall made of bones and shadows to rise up out of the ground. This wall will act as a defense against raged attacks or force enemies around it, manipulating the battlefield. If someone touches or tries to scale this wall they will find some of the skeleton arms claw out and swipe at them, dealing damage.
-Deals dark damage-
Blink: This spell allows you to move your body a short distance through space itself. By blinking you can teleport yourself a short distance to a location you can currently see. This removes your body from space and causes it to reappear in the new location. You can not be intercept mid teleport and will not appear inside an object. This can not be used to move to a location if you can not see that location. Blink has a cooldown on your body and can not be used for two post after being used.
Night Sight: For a brief duration you can the ability to see in the dark. This allows your eyes to see normally in the darkness as if it was day time. This spell only works in natural darkness and does not apply to magical darkness created by a spell or effect.
Corrupting Touch: Your palm glows with dark energy, making your touch dangerous. You can touch natural vegetation such as plants, trees, vines or other forms of living vegetation and cause them to instantly shrivel and die. You can also touch a wild natural animal, such as a bird, bear or wolf, and cause that animal to become sick. This does not work on magical creatures, pets or mounts.
Cloak of Shadows: A wispy cloak of shadows forms around your body causing you to appear as a simple shadow. If you are currently standing in darkness or a shadow, your image becomes harder to see, but not impossible. Unless someone is extensively searching for you they will find it hard to see you.
Death Swipe: Causes your hands to grow claws of pure darkness that are several inches long. These claws can pass through physical obstacles (such as armor) to stab at flesh underneath, dealing moderate damage. Consequently, they cannot be used to block physical attacks. -Deals dark damage-
Black Shield: You or an ally instantly become surrounded in darkness, your entire outline glowing a deep purple. This energy will remain on you for the next two post and will protect you from any other magical effect, positive or negative. For the duration of the spell, you will ignore damage and effects that come from spells cast. This sell has a three post cooldown and can not be used again until the cooldown is over.
Summon Possession: You can call forth a weapon or item that you own, causing it to return to you. This will call forth anything not currently on your person, regardless of where it is. That item will vanish from its current location and reappear in your hand or in a storage item. This item does not travel and instead just teleports. You can not use this spell on something to big or heavy to hold.
Telekinesis: You warp space around an object, giving you the ability to lift or move that object with your mind. You can target any object that is roughly the same size as yourself and one that you can see when casting the spell. You can then move that object around, lifting it up, moving it from side to side or even using the object for its intended purpose. You do not need to physically touch the object and can move it around as long as you can see it.
Ice Over: You cause the surface of an object to ice over. This causes the surface of the object to grow a very thin layer of ice that covers the full object. This makes the surface slippery and cold to the touch. This spell can also freeze the surface of a body of water, allowing one to cross over it.
Snow Flurry: Creates a large storm of fluffy and fast-moving snow. This causes the tempature to drop, maing the area much colder. And while the snow does no damage, it can be difficult to move in and obscures vision ever so slightly.
Ice Bridge: A long thick expanse of ice forms from the bottom of your feet and stretches out over a certain area. This ice will bridge any gaps or holes, creating a walkable surface where there use to be none. This bridge will remain until shattered or melted by high amounts of fire and heat.
Cold Touch: Your hands become like ice, glowing blue and giving off an aura of cold. If you touch anyone they will feel a very light amount of cold, but the real effect is when you touch a weapon. By touching the weapon you can do one of two things. You can ice over the edge or damage side of the weapon, causing it to deal reduced damage. Or you can sharpen the damage edge with the ice to make it deal increased damage. -Deals ice damage-
Water Prison: Drawing forth water you cause it to swirl around a target, taking the form of a giant bubble which will attempt to trap the target within it. This bubble will be filled with water and will swirl around at high speeds, trapping its target inside. The current makes it hard to get out without outside help. While stuck inside you are unable to breath, eventually falling unconscious if unable to get out. This spell is easy to dodge if the target is not already restricted or bound in some way.
Wild Mane: This spell allows you to run magic through the hair on your body, altering and utilizing your hair for attacking and defending. For the next three post you can cause the hair on your head, face or limbs to harden and even move like water, giving you control of it. You can manipulate it to whip enemies or block physical attacks. During the duration you can also choose to fire hardened strands of your hair like needles. Once this is done the spell ends early.
Curse:
Vampire (Jackie's Fall Shop)
Shapeshifter Plate- An enchanted steel plate cuirass that gives the wearer the ability to change shapes. They can freely transform into any non-magical animal in the stables shop while wearing this armor. Additionally, the armor's magical properties allow it to morph to fit their new form, still protecting their torso (or equivalent body part). Any other items of clothing or weapons on their person will transform with them.
Harvest Reaper- A two-handed field scythe whose origins are enshrouded in myth. According to the legend, a bloodthirsty knight carved the haft of the weapon from the wood of a dying tree, and tempered its blade it the blood of a dryad. The curved blade of this weapon vibrates very quickly, making its outline blur and fade. Due to these oscillations, anytime this weapon makes contact with a solid object it will give off a high-pitched screech that sounds like a wailing phantom. The scythe's vibrations allow it to cut through soft materials extremely well, including vegetation and flesh.- 4 Points
Arcane Trinket- flavored as a Sapphire Ring
Nightmare Steed "Prospero"
Wagon (Vehicles)- Reflavored as a Carriage
Scarecrow Squire "Jacapo"
Constrictor Wraps- A long cloth wrap that can rest on your forearm or your leg, covering the space from elbow to wrist (or knee to ankle). When you successfully make a melee strike with your hand or foot, you can summon the cloth to spiral down your limb and onto the attacked target. The cloth will wrap around the struck limb, constricting and binding the limb for the next post. The bound limb can not be moved or used in anyway while it is wrapped. After the next post the wrap will drop and return to its owner, snaking up their body and resting on their limb once again. (Give Away)
Bat Wings- A pair of large bat like wings that function like normal wings from the graft shop. These wings however can be retracted, morphing into the owners back to disappear. The wings can only be out and used for three post before they retrack, having a two post cool down. While the wings are open the owner can use a form of echo location. By clicking your teeth you send out sound waves which bounce off of objects and return to you. This allows you to detect any living creature in a 500 foot range. (Give Away)
Space Domain: Master
Dark Domain: Exalted
Sea Domain: Master
Quillomancer Prestige: Level One
Inked Markings:
The Quillomancer's tool of the trade is a small, glass vial of black writing ink, which all Quillomancers keep on them. By infusing your magic into this ink, you can place your hand on a target, transferring the ink onto their skin in the form of a tattoo of your own design. You can make three tattoos per topic, which are permanent and stay until the end of the topic, morphing back into ink when the topic ends. Anyone who has an Inked Marking will be able to telepathically communicate with others who also have an Inked Marking, even if they are unable to see one another. Those with an Inked Marking will also know the exact whereabouts of others with the markings, able to speak with and track others affected by the tattoos. An individual can only have one Inked Marking applied.
Summons from the Void:
Must have Master in Dark Domain to unlock this feature
Utilizing the unique intricacies of Dark Domain magic, you are able to create semi-living creatures of Ink known as Ink Blights that follow your every mental command. Twice per topic you can create a creature made out of ink that is no larger than medium-sized (7 feet max). This creature will last for two posts and will follow your commands, able to attack or defend with basic actions, such as scratches, bites, or tackles. The blights can cast any novice level Dark Domain spell that you own on your inventory but can only cast one spell per post. These creatures also have a single hit prevention and if they receive any damage past that they burst into a cloud of obfuscating ink that lasts a single post.
Ink Wielder:
Must have Master in Sea Domain to unlock this feature
Mimicking the flow and shape of water, Quillomancers with skill in the Sea Domain can form ink into any item from the general weapon and armor shops twice per topic; creating a functional replica of whatever item you are creating. You are considered to be at the same skill rank with any weapon wielded this way at whatever rank you are with Sea Domain magic. You can use these items as casting sources for spells from the Sea Domain as well, however if you use an item in this way as a source of water for a spell it is consumed in the process. These items will remain for the duration of the topic or until consumed by casting a spell.
Quillomancer Prestige Level Two-
Bestowed Defense:
Having adapted to the dangers of the battlefield, Quillomancers have created a way to not only protect themselves but protect others as well. Upon having an Inked Marking applied, you gain two magical hit preventions against a spell of any domain. These hit preventions will remain for as long as you have the tattoo or until they are consumed and protect against both physical and mental spells. The tattoo will continue to remain even after the hit preventions have been consumed.
Eldritch Might:
Must have Master in Dark Domain to unlock this feature
Your ability to manipulate ink into living creatures has advanced enough to add shape and detail to your blights. When creating an Ink Blight, you can choose to give it wings or fins, but not both. Ink blights with wings can now fly as if under the fly spell, and Blights with fins can now freely move through water as if made of it themselves. Your Ink Blights will now remain for three posts instead of two and can now cast Master level Dark Domain spells you own.
Mightier than the Sword:
Must have Master in Sea Domain to unlock this feature
Your ability with Quillomancy has become so strong that you are able to forgo traditional weaponry and magic now, as you can use your magical ink in a more weaponized manner. Each time you cast a Sea or Dark Domain spell, a tiny mote of ink will begin to float around your person. These tiny motes will passively float around you and stack up, allowing up to five motes to form. At will, you can choose to fire a mote from your person in a straight line. These motes will move incredibly fast, making them hard to dodge at close ranges. They deal small amounts of blunt damage but can be used to distract or overwhelm an enemy. You can fire as many motes as you would like per post (up to five), and there is no cap to how many you can earn over the course of a topic.
Necromancer Prestige: Level One
Undead Servant:
You channel your dark energy, reaching beyond the realm of the living and call forth a dead spirit. This spirit will manifest in the form of the living dead, looking like a skeleton, zombie or other undead creature. This servant belongs to you and will follow your every command. The servant will follow you everywhere you go and is permanent, having no duration or limit. This minion however can not deal damage, attack or be used in any offensive way. It can however be used to body block for you, take damage for you, or be used for other minor things like carrying supplies or moving objects. Does not count against your summon limits. Your servant can not be killed.
Undying Frenzy:
You may call upon your undead servant, filling it with rage and anger, causing it to go into a frenzy. As long as your servant is frenzied it loses its passive status, allowing it to now be used for offensive purposes, like attacking and dealing damage. While it is frenzied you will now count against your summon limit, preventing you from summoning another being for the duration of their frenzy. The servant will remain frenzied for two post, and can not go back into a frenzy for the following three post. This feature can only be used on your Undead servant.
Fiend: Level One
Demonic Pact:
You have made a contract with a demonic being of evil, sometimes by choice and other times against your will. This creature of evil has taken residence within your soul, bonding itself to you and granting you a portion of its power. You can allow a small portion of the fiends physical appearance to begin to bleed into yours, sometimes changing skin, eye or hair color. Your character alignment now shifts from Neutral to Evil and can not be altered (you will stay evil regardless of alignment altering affects)
Unholy Gifts:
Upon unlocking this level you may choose one of the Master level spells from the Dark Domain shop to purchase for free. This will allow you to buy the spell like normal, but not have to pay its cost. You can pick any of the master level spells and do not need the dark domain skill to gain or use the spell.
Abyssal Darkness:
The darkness within the fiend now flows through you, corrupting your soul and turning it black. All of your physical attacks now deal dark damage in addition to their normal damage types, so your sword slices, arrows strikes and hammer smashes all deal dark damage. In addition you can choose to grow small claws and elongate your teeth, making them sharper and more effective for dealing damage. Your physical attacks with these also deal dark damage. Your attacks that deal dark damage now deal double damage against those who are of the Good Alignment.
Spells: Total 18/20
Inflict Wounds: You fire out a ray of purple energy at a target. If this ray collides with a living creature they will then receive several cuts across the surface of their body. This will only injure the area the ray hit them, but that area will be filled with several tiny cuts. (Dark Domain)
Chromatic Blast: You draw forth the energies from the world around you, tapping into the other domains outside of your own. You may choose one of the eight magic domain types ( Fire, Earth, Wind, Ice, Water, Lightning, Light or Dark) then create a medium sized orb of raw magic in your hand. You then fire forth a beam of magical energy, its damage type being the one you chose. This will be a medium sized beam that can be fired at medium ranges. (Space Domain)
Summon:Undead Hulk: A massive undead creature made of bones and corpses will rise from the ground. This creature will loom over everyone, being extremely tall and large. This creature will remain for three post and will attempt to defend you or attack your enemies. This creature will be summoned with a massive weapon, be it a blade or axe, and can cast the raise undead spell once. -Deals dark damage--Can only have one out at a time-
Death Wall: You cause a wall made of bones and shadows to rise up out of the ground. This wall will act as a defense against raged attacks or force enemies around it, manipulating the battlefield. If someone touches or tries to scale this wall they will find some of the skeleton arms claw out and swipe at them, dealing damage.
-Deals dark damage-
Blink: This spell allows you to move your body a short distance through space itself. By blinking you can teleport yourself a short distance to a location you can currently see. This removes your body from space and causes it to reappear in the new location. You can not be intercept mid teleport and will not appear inside an object. This can not be used to move to a location if you can not see that location. Blink has a cooldown on your body and can not be used for two post after being used.
Night Sight: For a brief duration you can the ability to see in the dark. This allows your eyes to see normally in the darkness as if it was day time. This spell only works in natural darkness and does not apply to magical darkness created by a spell or effect.
Corrupting Touch: Your palm glows with dark energy, making your touch dangerous. You can touch natural vegetation such as plants, trees, vines or other forms of living vegetation and cause them to instantly shrivel and die. You can also touch a wild natural animal, such as a bird, bear or wolf, and cause that animal to become sick. This does not work on magical creatures, pets or mounts.
Cloak of Shadows: A wispy cloak of shadows forms around your body causing you to appear as a simple shadow. If you are currently standing in darkness or a shadow, your image becomes harder to see, but not impossible. Unless someone is extensively searching for you they will find it hard to see you.
Death Swipe: Causes your hands to grow claws of pure darkness that are several inches long. These claws can pass through physical obstacles (such as armor) to stab at flesh underneath, dealing moderate damage. Consequently, they cannot be used to block physical attacks. -Deals dark damage-
Black Shield: You or an ally instantly become surrounded in darkness, your entire outline glowing a deep purple. This energy will remain on you for the next two post and will protect you from any other magical effect, positive or negative. For the duration of the spell, you will ignore damage and effects that come from spells cast. This sell has a three post cooldown and can not be used again until the cooldown is over.
Summon Possession: You can call forth a weapon or item that you own, causing it to return to you. This will call forth anything not currently on your person, regardless of where it is. That item will vanish from its current location and reappear in your hand or in a storage item. This item does not travel and instead just teleports. You can not use this spell on something to big or heavy to hold.
Telekinesis: You warp space around an object, giving you the ability to lift or move that object with your mind. You can target any object that is roughly the same size as yourself and one that you can see when casting the spell. You can then move that object around, lifting it up, moving it from side to side or even using the object for its intended purpose. You do not need to physically touch the object and can move it around as long as you can see it.
Ice Over: You cause the surface of an object to ice over. This causes the surface of the object to grow a very thin layer of ice that covers the full object. This makes the surface slippery and cold to the touch. This spell can also freeze the surface of a body of water, allowing one to cross over it.
Snow Flurry: Creates a large storm of fluffy and fast-moving snow. This causes the tempature to drop, maing the area much colder. And while the snow does no damage, it can be difficult to move in and obscures vision ever so slightly.
Ice Bridge: A long thick expanse of ice forms from the bottom of your feet and stretches out over a certain area. This ice will bridge any gaps or holes, creating a walkable surface where there use to be none. This bridge will remain until shattered or melted by high amounts of fire and heat.
Cold Touch: Your hands become like ice, glowing blue and giving off an aura of cold. If you touch anyone they will feel a very light amount of cold, but the real effect is when you touch a weapon. By touching the weapon you can do one of two things. You can ice over the edge or damage side of the weapon, causing it to deal reduced damage. Or you can sharpen the damage edge with the ice to make it deal increased damage. -Deals ice damage-
Water Prison: Drawing forth water you cause it to swirl around a target, taking the form of a giant bubble which will attempt to trap the target within it. This bubble will be filled with water and will swirl around at high speeds, trapping its target inside. The current makes it hard to get out without outside help. While stuck inside you are unable to breath, eventually falling unconscious if unable to get out. This spell is easy to dodge if the target is not already restricted or bound in some way.
Wild Mane: This spell allows you to run magic through the hair on your body, altering and utilizing your hair for attacking and defending. For the next three post you can cause the hair on your head, face or limbs to harden and even move like water, giving you control of it. You can manipulate it to whip enemies or block physical attacks. During the duration you can also choose to fire hardened strands of your hair like needles. Once this is done the spell ends early.
Curse:
Vampire (Jackie's Fall Shop)
- Vampiric Heritage- Undead- Your lifeforce has been touched by the untamed magic between this realm and the next and twisted you into an immortal entity. If your vampiric origins are undead in nature, you are a night walker— you cannot withstand the light of day without ill effect. You crave blood or living flesh and can feel the pulse of a heartbeat around you through Vital Senses; you are able to passively detect living creatures, including those who may be invisible or out of your sight, so long as they are within 20 feet of you. Through your Vital Senses, you can focus on a certain individuals' heartbeat and tune out the rest.
- Wicked Desires- The tampering of magic with your lifeforce has left you craving something which your body no longer produces naturally. No matter what this may be, your hunger is rarely satiated and you feel the effects to your very core. You are no longer able to be healed with healing spells from any domain and must satiate hunger in order to heal wounds or regain energy.
- Minor Healing- You are able to heal surface level wounds, light burns, and regain energy through a minor feeding of arcane or lifeforce energy. This process leaves the donor feeling tired and lightheaded due to arcana or blood loss; they may have trouble remaining steady, or casting spells.
This may be used on animal or humanoid NPC's or PC's.
Major Healing- You are able to heal deep wounds, severe burns, and even regenerate amputated limbs through a major feeding of arcane or lifeforce energy. This process leaves the donor feeling exhausted; they will be on the verge of passing out due to loss of arcane or blood loss. They will be unable to fight or cast spells, and may be at risk of death if left untreated.
This may only be used on humanoid NPC's or PC's.- Powerful Presence- Once per topic, you may make eye contact with a target and cause them to become hypnotized by your mere presence. If you, or your target, are unable to see, this may be used similar to a touch spell.
- A hypnotized individual will follow your commands without question, believe everything you say, and see you or themselves as whatever you ask them to. A hypnotized individual can be induced to fear you or be charmed by you; they can be asked to do certain tasks; or coerced to believe something is real that is not with ease.
If you physically harm this individual, this effect will drop. Powerful Presence will last for three posts before the target returns to normal. - Demon of the Mist- Once per topic, you are able to turn your entire body into mist and become incorporeal for a few moments. For one post you may move through objects and obstacles, and traverse while in this form— but you are unable to interact with your surroundings, cannot cast spells, or attack. You cannot reform inside of a person or object.
- Last Resort- When you reach a state where you should die or become unconscious, you instead retreat to your soul form in your exhaustion.
This form is distorted but humanoid in appearance and embodies the essence of how your vampirism has bound to your soul. You become feral for three posts, seeking the nearest source of energy to heal yourself, whether it be friend or foe, without bias. You have three hit preventions in this form, are twice as strong, twice as fast, and twice as resistant in your curse's desperation to fuel itself.
If you do not feed while in this form, or lose all your hit preventions, you will fall unconscious; you do not retain memories while in this form.
Shapeshifter Plate- An enchanted steel plate cuirass that gives the wearer the ability to change shapes. They can freely transform into any non-magical animal in the stables shop while wearing this armor. Additionally, the armor's magical properties allow it to morph to fit their new form, still protecting their torso (or equivalent body part). Any other items of clothing or weapons on their person will transform with them.
Harvest Reaper- A two-handed field scythe whose origins are enshrouded in myth. According to the legend, a bloodthirsty knight carved the haft of the weapon from the wood of a dying tree, and tempered its blade it the blood of a dryad. The curved blade of this weapon vibrates very quickly, making its outline blur and fade. Due to these oscillations, anytime this weapon makes contact with a solid object it will give off a high-pitched screech that sounds like a wailing phantom. The scythe's vibrations allow it to cut through soft materials extremely well, including vegetation and flesh.- 4 Points
Arcane Trinket- flavored as a Sapphire Ring
Nightmare Steed "Prospero"
Wagon (Vehicles)- Reflavored as a Carriage
Scarecrow Squire "Jacapo"
Constrictor Wraps- A long cloth wrap that can rest on your forearm or your leg, covering the space from elbow to wrist (or knee to ankle). When you successfully make a melee strike with your hand or foot, you can summon the cloth to spiral down your limb and onto the attacked target. The cloth will wrap around the struck limb, constricting and binding the limb for the next post. The bound limb can not be moved or used in anyway while it is wrapped. After the next post the wrap will drop and return to its owner, snaking up their body and resting on their limb once again. (Give Away)
Bat Wings- A pair of large bat like wings that function like normal wings from the graft shop. These wings however can be retracted, morphing into the owners back to disappear. The wings can only be out and used for three post before they retrack, having a two post cool down. While the wings are open the owner can use a form of echo location. By clicking your teeth you send out sound waves which bounce off of objects and return to you. This allows you to detect any living creature in a 500 foot range. (Give Away)